A Draw is not a
Win
By Stan
Johnson
From
Diplomacy World #63
I recently had the unpleasant
experience of playing Diplomacy with a pair of players who made no attempt to
win. These miserable excuses for Dip players were suffering from what is
commonly known as "Good Ally Syndrome." Everyone who has been in the hobby any
length of time has had the misfortune of encountering these pathetic creatures
masquerading as true Diplomats. They are easily identifiable by their plaintive
cries of "Oh, I could never STAB anyone" or "I couldn't stab a faithful ally
just to win a game!" These, along with the oft-repeated call,
"I'm just in the hobby to make friends."
Disgusting, isn't it?
If all you want to do is make
friends, join the local quilting club. A real Dipper plays to win each and every
time. If I played Diplomacy against my mother and grandmother, I wouldn't show
them any more mercy than I show anyone else. And that, of course, is none. I
don't hide my light under a bushel, either, as everyone who has played against
me can attest to. I expect my fellow players to do the same to me in
return.
If, on the other hand, you enter a
Dip game knowing full well you plan to play for a draw, you have perverted the
game. Indeed, you are playing an entirely different game. The idea that everyone
is trying to win is what creates the ebb and flow of the game, and the shift in
alliance structures that make the game fun. The good ally Dip game compares to
real Diplomacy the way a stagnant, putrid, polluted pond compares to a fresh,
swift-moving stream.
Why would anyone do such a thing to
Diplomacy? One theory has it that these Good Ally players feel secure thinking
"No one will like me if I stab them." Among real Dip players this is simply not
the case. The Icons of the hobby, men like Walt Buchanan, Doug Beyerlein and Edi Birsan are
winners all. Walt Buchanan's record was, I believe, seven wins in seven postal
games; yet I am unaware of anyone who knows him who does not speak of him with
anything but respect.
A second reason might be that these
spineless jellyfish are ratings hounds. Their strategy involves kowtowing to
deviant ratings systems that equate a two-way draw as half a win, a three-way as
third of a win, and award points accordingly. But to a real player, the win is
worth ten times one two-way draw, if not more. The jellyfish think that if they
just pile up those two or three-way draws they will move up in the rankings.
Perhaps if a more correct ratings system were instituted that properly reflected
real Diplomacy values, such wimp attitudes would not be so prevalent in the
hobby.
I'm sure some of you are saying,
"Where does this Johnson fellow get off copping this attitude? What does he base
his holier-than-thou attitude on?" My short answer is: The Rulebook! For years
two things about the Good Ally Pukes annoyed me. One was their smug air of moral
superiority, implying that they were too good to stab their loyal allies. The
second thing was a sneaking suspicion that their "Good ally from start to
finish" strategy was in fact a thinly-disguised form of cheating. Now I know I
was right all along. Almost all postal House Rules state that "The 1971 Rulebook
will be used", then they turn right around and allow people to vote for draws
that exclude some surviving players. Not only are these guys wimps, but they are
too lazy to honestly earn their draws by eliminating the competition.
But just take a look at the
Rulebook. Section II, under the heading "Object of the Game", clearly states
''Players may terminate the game by mutual agreement before a winner is
determined, in which case all players who still have pieces in the board share
equally in the draw." So unless the zine's House Rules
specifically declare that section of the Rulebook void, all those other declared
draws are in fact illegitimate, and should not be considered for ratings
purposes.
David Hood has mentioned that the
statistics he received with the Dragonstooth Ratings
System may be defective. I suggest he compile his own stats, counting only wins
and draws that were Draws Include All Survivors (DIAS), or were played in zines
(if any) where the House Rules specifically legitimize voted draws. If players
feel that using the correct rules would make the game too long, I refer them to
Section III of the Rulebook, entitled "The Short Game."
The whole accomplishment of
Diplomacy is beating six other players. One over six.
When you change this to 2 over 5 or(heaven forbid) 3
over 4, then the glow rapidly fades. Let all right-thinking Diplomacy players
stand up and be counted. Together we can get the game back on the right track.
Let's put an end to all these disgraceful draws. The only legitimate use of a
draw is to end a hopelessly stalemated game. If a draw is declared, the Rulebook
should be followed and it should be DIAS. This by itself should greatly reduce
the number of draws of convenience and this "play to a draw" attitude.